Love the aesthetic! Once you work out that you should just throw a weapon whenever you have a chance to that seems to be enough to beat the game, especially since (if I understand correctly) the weapons level up while they're on the ground. Still, very cool, and I'd love to explore a game world like this.
Thanks for the nice feedback, glad you had some fun.
I'm definitely hoping to expand the UI elements and help make the game easier to understand and play, a lot of the missing information is missing because of the time constraints rather than by intention.
wow! This took a second to follow all the systems that were happening - but I really enjoyed it once I could follow. The upgrading + 1 dimensional was really clever.
The part that feels like it could use more exploration is the decision to hold vs throw a weapon. Maybe if I was able to remember what the weapons did that decision would have more stuff happening around it.
Comments
Love the aesthetic! Once you work out that you should just throw a weapon whenever you have a chance to that seems to be enough to beat the game, especially since (if I understand correctly) the weapons level up while they're on the ground. Still, very cool, and I'd love to explore a game world like this.
Nice graphics. I included it in my 7 Day Broughlike compilation video series, if you’d like to take a look. :)
Thanks for the nice feedback, glad you had some fun.
I'm definitely hoping to expand the UI elements and help make the game easier to understand and play, a lot of the missing information is missing because of the time constraints rather than by intention.
wow! This took a second to follow all the systems that were happening - but I really enjoyed it once I could follow. The upgrading + 1 dimensional was really clever.
The part that feels like it could use more exploration is the decision to hold vs throw a weapon. Maybe if I was able to remember what the weapons did that decision would have more stuff happening around it.